Ideas


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Posted by Chris Lundie from dialin23.eagle.ca (206.186.242.232)on March 09, 1998 at 14:19:17:

In Reply to: Status posted by Jeff C on March 09, 1998 at 12:52:06:

If we keep 3Dfx's GLIDE2X.DLL around in the system folder, and only put Big RRed in the game's folder, then the game will use Big RRed. But Big RRed could then in turn call the original one in the system folder. Do you follow me here? We could just pass functions like guLoad3df right to the "real" Glide and shuttle the return values back and forth.

We will have to find out if Glide lets you use those utility functions without initialising the card first. (I really hope it does!)

Also, using 24-bit textures instead of 5-6-5 will be a huge performance problem I'm afraid. Use the smaller one whenever you can. Also a lot of Glide games (probably /most/ of them actually) use 8-bit paletted textures which RRedline doesn't support. They will probably have to be converted to 5-6-5's.

May I suggest that for now, whenever texturing is being used we could just use some dummy texture of our own instead of loading a real one. Just as a placeholder to get things working.



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